wound can’t be easily concealed. You have disadvantage on Charisma 2 disfiguration (Persuasion) checks and advantage on Charisma (Intimidation) checks. Magical healing of 6th level or higher, such as heal and regenerate, removes the scar.
You can not use the arm. Healed by
3 broken arm healer
Your movement is reduced to 5 feet. DC
4 broken leg 10 after dash. Healed by healer
Your character gets a mental affliction
5 mental affliction (such as fear of darkness) . Healed by lesser restoration.
Your intelligence and wisdom is reduced
6 concussion by 2 for the duration of 3 days. Can be cured by lesser restoration.
You can not use the arm. Magical healing,
7 dislocated shoulder a long rest or DC 15 medicine check removes the effect.
You have disadvantage on death saving
8 blood loss throws for the duration of 3 days. Can be cured by lesser restoration.
Your hit point maximum is reduced by 1
9-10 festering wound every 24 hours the wound persists. If your hit point maximum drops to 0, you die. The wound heals if you receive magical healing. Alternatively, someone can tend to the wound and make a DC 15 Wisdom (Medicine) check once every 24 hours. After ten successes, the wound heals.
You have a penalty of -4 for skill checks
11 black eye and attack rolls. Magical healing or a long rest removes the effect.
You have disadvantage on ranged
attacks, perception checks that use sight 12-13 festering wound and -4 to your passive perception. The effect goes away when magically healed or by a long rest.
Your speed on foot is halfed. You must
make a DC 10 Dexterity saving throw 14-16 sprained ankle after using the Dash action. If you fail the save, you fall prone. Magical healing or a long rest removes the effect.